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<strong>Ba'atun</strong> DARK CLOUDS GATHER (UK7) - 9151<br />
CLIMATE/TERRAIN: Cold mountains<br />
FREQUENCY: Very rare<br />
ORGANIZATION: Swarm<br />
ACTIVITY CYCLE: Any<br />
DIET:<br />
Carnivore<br />
INTELLIGENCE: Average to Genius (8-18)<br />
TREASURE: 10% E, Qx5<br />
ALIGNMENT: Lawful evil<br />
NO. APPEARING: 8-64 plus leaders<br />
ARMOR CLASS: 4<br />
MOVEMENT: 9, Fl 21 (C)<br />
HIT DICE: 2+1<br />
THACO: 17<br />
NO. OF ATTACKS: 3<br />
DAMAGE/ATTACK: 4-9/4-7/4-7<br />
CRIT. HIT/FUMBLE: 25%(+25%)/75%<br />
SPECIAL ATTACKS: See below<br />
SPECIAL DEFENSES: See below<br />
MAGIC RESISTANCE: Nil<br />
SIZE:<br />
M (5'-6')<br />
MORALE: Champion (15-16)<br />
XP VALUE: 270<br />
Flight leaders 2,000<br />
Swarm leaders 5,000<br />
Priests<br />
variable<br />
Queen<br />
variable<br />
BA'ATUN have large white, bat-like wings. Their<br />
fur is an icy blue color and they have red rumps.<br />
Facially, ba'atun resemble baboons with long snouts<br />
and sharp fanged teeth set in red maws. Their eyes are<br />
bright blue and red rimmed. The ba'atun have their own<br />
language and are not normally able to speak anything<br />
else.<br />
History: From where the ba'atun first came no one is<br />
sure. Some claimed they were demons made from<br />
snow, while others thought they were exiles, banished<br />
from a frozen parallel world. What little is known to a<br />
few erudite sages, is that several millennia ago they<br />
arrived in the Spineridge Mountains with their constant<br />
companions — death and destruction. For a brief<br />
period it looked as though the mountains and surrounding<br />
lands would fall to their onslaught.<br />
An alliance between the aarakocra, the cloud giants<br />
and the arch-mage Devral halted the ba'atun attacks<br />
and succeeded in imprisoning their leader Yesorkh<br />
Pahyeh. During the following centuries the days of the<br />
ba'atun terror were forgotten. Now they have returned,<br />
and are once again preparing to spread their evil.<br />
In CT 1003, the Band of the Glass Griffon, an<br />
adventuring company from Eirbron, nearly eradicated<br />
the ba'atun species in the epic adventure bards recall as<br />
"Dark Clouds Gather." The leader of the ba'atun,<br />
Yesorkh Pahyeh, was slain in the final confrontation.<br />
A few ba'atun not slain by the band have over the past<br />
several years allied with the Empire of Roland and<br />
been working to rebuild the old power of the species It<br />
is rumored that a new ba'atun leader has emerged.<br />
Combat: <strong>Ba'atun</strong> bite with their sharp vicious teeth<br />
(1d6+3) and rend with their dirty claws (1d4+3/1d4+3).<br />
(<strong>Ba'atun</strong> have an average Strength of 18/75 and Dexterity<br />
16. Their Strength and Dexterity bonuses have<br />
already been added to their damage and critical hit<br />
dice). They are not able to attack more than one target<br />
per round. When attacking, ba'atun emit a loud piercing<br />
and chilling screech which affects all creatures<br />
within 60 feet. Creatures hearing the screech must save<br />
vs. Spells at +4 or be struck by fear and unable to take<br />
any offensive actions for a round. Each round that the<br />
screeching lasts, characters must make a successful<br />
saving throw (before initiative is determined) to be<br />
able to act. Only one saving throw per round is re-
<strong>Ba'atun</strong> DARK CLOUDS GATHER (UK7) - 9151<br />
quired, no matter how many ba'atun there are.<br />
<strong>Ba'atun</strong> make all saving throws vs. cold attacks at<br />
+2, and take either half or no damage from such<br />
attacks. They are allowed a saving throw against ice<br />
storm spells and other cold-based spells which normally<br />
allow no saving throw, with success resulting in<br />
half damage. Against fire attacks, ba'atun suffer a -2<br />
penalty to saving throws.<br />
Habitat/Society: The ba'atun have allied with the<br />
Empire of Roland and now serve as elite scouts in the<br />
Spineridge Mountains.<br />
<strong>Ba'atun</strong> are organized into squads of eight, each led<br />
by a 3 Hit Dice wing sergeant. Two squads form a flight<br />
(led by a flight leader), and two flights make up a<br />
swarm (led by a swarm leader).<br />
Flight leaders have an AC 5, and 5 Hit Dice. A flight<br />
leader's strength and skill gives him a +1 bonus to<br />
damage on all attacks. A flight leader carries a sling<br />
and three web stones, which, upon hitting a creature or<br />
surface, create small sticky webs in a 5' diameter area<br />
(similar to a web spell but needing no anchor points,<br />
duration five turns). Once per day, a flight leader can<br />
fire shards of ice from his hand, at a creature up to 50<br />
feet away. The shards cause 2d8 points of damage (a<br />
saving throw vs. breath weapon halves damage).<br />
Swarm leaders have 7 Hit Dice, AC 1, and a +2<br />
bonus on to hit and damage rolls. A swarm leader<br />
usually carries 1d3 ice javelins, which are considered<br />
to be +2 magic weapons for purposes of creatures hit<br />
only by magical weapons (though, they bear no enchantment),<br />
and which do 1d6 points of damage<br />
against small or man-size creatures and 1d8 against<br />
large-size or greater creatures. In addition, a successful<br />
hit causes the weapon to explode in a volley of icy<br />
splinters which inflict an extra 2d8 points of damage to<br />
all within 10 feet of the blast (a saving throw vs. breath<br />
weapon halves damage; creatures wearing magic armor<br />
gain a +1 bonus to save per plus of the armor).<br />
As well as being able to fire shards of ice from their<br />
hands (cf., flight leaders), swarm leaders have the<br />
ability, once per day, to create a ray of cold. The ray is<br />
a cone 50 feet long and 20 feet wide at the base, and<br />
causes 3d8 points of damage to all creatures within it.<br />
A successful saving throw vs. breath weapon results in<br />
half damage.<br />
A ba'atun lair will usually have a temple where<br />
bloody rites are celebrated regularly by a ba'atun high<br />
priest. The high priest has the abilities of a 7th-level<br />
cleric and can create a ray of cold and ice shards once<br />
per day (see above). In addition to the high priest, there<br />
will be a 4th-level priest and 1d4+1 2nd-level acolytes<br />
(2+1 HD). <strong>Ba'atun</strong> clerics shave their heads, exposing<br />
the pink skin beneath. They also color their bodies with<br />
blood-red ochre to intimidate their enemies.<br />
Ecology: As flying creatures, ba'atun need large<br />
amounts of animal protein to sustain themselves. They<br />
are cunning, relentless hunters and their prey seldom<br />
escapes once it has come within their sight. They favor<br />
aarakocra meat over all others.<br />
<strong>Ba'atun</strong> queens: Once every generation or so, an<br />
exceptional ba'atun is born. These "albino" specimens<br />
are deemed by the ba'atun to be blessed by their deity<br />
and are always female. Queens are larger, smarter<br />
(genius intelligence) and stronger than normal ba'atun.<br />
Queens are always 9th to 15th level fighters, priests or<br />
wizards and have the following statistics: AC 0; MV<br />
12, Fl 24 (C); HD 9+; #AT 3; Dmg 6-11/6-9/6-9; Sz<br />
M (6'5" tall). Queens have the ability to use ice shards,<br />
cold ray and wall of ice (as the spell) once per day.<br />
Queens are 90% likely to possess 1d4 magic items. The<br />
last such queen was Yesorkh Pahyeh.<br />
Yesorkh Pahyeh was an "albino" with black colorations.<br />
She had the abilities of a 15th-level wizard and<br />
like all queens possessed was born with the power to<br />
possess a victim once per week as an innate ability (as<br />
a magic jar spell)<br />
Using this power a queen can possess the body of<br />
any creature within 10 yards of her who fails a saving<br />
throw vs. spells.<br />
When possessing a creature, a queen is able to cast<br />
spells as long as the possessed creature has a humanoid<br />
form. Any special abilities of the possessed creature<br />
are also usable by her. A queen is not able to call upon<br />
exact memories of the creature, but certain memories<br />
will be known to her.<br />
Any creature possessed by a queen remains under<br />
her control until she returns to her own body. When<br />
returning to her own body, a queen's life-essence is<br />
visible as a shadow-like which moves at a speed of Fl<br />
48 and cannot be harmed by any means. A queen can<br />
be driven from her victim by an exorcism spell or a<br />
remove curse cast by a priest of 8th level or higher.<br />
When a queen abandons a possessed body, the victim<br />
collapses in a state of shock for 1d10 turns.
The source of the <strong>Ba'atun</strong> follows:<br />
Advanced Dungeons & Dragons Official Game Adventure: Dark Clouds<br />
Gather (Module UK7)<br />
by Jim Bambra and Phil Gallagher<br />
artwork by Brian Williams<br />
copyright March 1985, TSR, Inc.<br />
New layout and editing by Steve Stewart<br />
This monster <strong>page</strong> is intended for use only by owners of Dark Clouds<br />
Gather.<br />
This monster and other information for your AD&D 2nd edition game can<br />
be found at Zayix's Fälgorna Archives for Dungeons and Dragons<br />
(http://www.saintsilver.com/zayix/)